#include "view.qh"
+ #include "autocvars.qh"
+ #include "miscfunctions.qh"
#include "announcer.qh"
#include "hud/_mod.qh"
#include "mapvoting.qh"
#include <common/stats.qh>
#include <common/triggers/target/music.qh>
#include <common/teams.qh>
+ #include <common/wepent.qh>
#include <common/weapons/weapon/tuba.qh>
#include <common/vehicles/all.qh>
#include <common/weapons/_all.qh>
+#include <common/mutators/mutator/overkill/okvortex.qh>
#include <common/viewloc.qh>
#include <common/minigames/cl_minigames.qh>
#include <common/minigames/cl_minigames_hud.qh>
{
entity wepent = viewmodels[slot];
if(wepent.switchweapon == wepent.activeweapon)
- if((wepent.activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (wepent.activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
+ if((wepent.activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (wepent.activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary)) || (wepent.activeweapon == WEP_OVERKILL_VORTEX && !WEP_CVAR(okvortex, secondary))) // do NOT use switchweapon here
zoomdir += button_attack2;
}
}
case WEP_MORTAR: // toss curve
return SHOTTYPE_HITWORLD;
case WEP_VORTEX:
+ case WEP_OVERKILL_VORTEX:
case WEP_VAPORIZER:
mv = MOVE_NORMAL;
break;
vortex_charge = STAT(VORTEX_CHARGE);
vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
+ float okvortex_charge, okvortex_chargepool;
+ okvortex_charge = STAT(OVERKILL_VORTEX_CHARGE);
+ okvortex_chargepool = STAT(OVERKILL_VORTEX_CHARGEPOOL);
+
float arc_heat = STAT(ARC_HEAT);
if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
ring_rgb = wcross_color;
ring_image = "gfx/crosshair_ring_nexgun.tga";
}
+ else if (autocvar_crosshair_ring && (wepent.activeweapon == WEP_OVERKILL_VORTEX) && okvortex_charge && autocvar_crosshair_ring_vortex)
+ {
+ if (okvortex_chargepool || use_vortex_chargepool) {
+ use_vortex_chargepool = 1;
+ ring_inner_value = okvortex_chargepool;
+ } else {
+ vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * okvortex_charge;
+ ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (okvortex_charge - vortex_charge_movingavg), 1);
+ }
+
+ ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
+ ring_inner_rgb = eX * autocvar_crosshair_ring_vortex_inner_color_red + eY * autocvar_crosshair_ring_vortex_inner_color_green + eZ * autocvar_crosshair_ring_vortex_inner_color_blue;
+ ring_inner_image = "gfx/crosshair_ring_inner.tga";
+
+ // draw the outer ring to show the current charge of the weapon
+ ring_value = okvortex_charge;
+ ring_alpha = autocvar_crosshair_ring_vortex_alpha;
+ ring_rgb = wcross_color;
+ ring_image = "gfx/crosshair_ring_nexgun.tga";
+ }
else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
{
ring_value = bound(0, STAT(LAYED_MINES) / WEP_CVAR(minelayer, limit), 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
#include "shotgun.qh"
- #ifndef IMPLEMENTATION
- CLASS(Shotgun, Weapon)
- /* ammotype */ ATTRIB(Shotgun, ammo_field, .int, ammo_shells);
- /* impulse */ ATTRIB(Shotgun, impulse, int, 2);
- /* flags */ ATTRIB(Shotgun, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_TYPE_MELEE_SEC);
- /* rating */ ATTRIB(Shotgun, bot_pickupbasevalue, float, 6000);
- /* color */ ATTRIB(Shotgun, wpcolor, vector, '0.5 0.25 0');
- /* modelname */ ATTRIB(Shotgun, mdl, string, "shotgun");
- #ifdef GAMEQC
- /* model */ ATTRIB(Shotgun, m_model, Model, MDL_SHOTGUN_ITEM);
- #endif
- /* crosshair */ ATTRIB(Shotgun, w_crosshair, string, "gfx/crosshairshotgun");
- /* crosshair */ ATTRIB(Shotgun, w_crosshair_size, float, 0.65);
- /* wepimg */ ATTRIB(Shotgun, model2, string, "weaponshotgun");
- /* refname */ ATTRIB(Shotgun, netname, string, "shotgun");
- /* wepname */ ATTRIB(Shotgun, m_name, string, _("Shotgun"));
-
- #define X(BEGIN, P, END, class, prefix) \
- BEGIN(class) \
- P(class, prefix, alt_animtime, float, SEC) \
- P(class, prefix, alt_refire, float, SEC) \
- P(class, prefix, ammo, float, PRI) \
- P(class, prefix, animtime, float, BOTH) \
- P(class, prefix, bullets, float, PRI) \
- P(class, prefix, damage, float, BOTH) \
- P(class, prefix, force, float, BOTH) \
- P(class, prefix, melee_delay, float, SEC) \
- P(class, prefix, melee_multihit, float, SEC) \
- P(class, prefix, melee_nonplayerdamage, float, SEC) \
- P(class, prefix, melee_no_doubleslap, float, SEC) \
- P(class, prefix, melee_range, float, SEC) \
- P(class, prefix, melee_swing_side, float, SEC) \
- P(class, prefix, melee_swing_up, float, SEC) \
- P(class, prefix, melee_time, float, SEC) \
- P(class, prefix, melee_traces, float, SEC) \
- P(class, prefix, refire, float, BOTH) \
- P(class, prefix, reload_ammo, float, NONE) \
- P(class, prefix, reload_time, float, NONE) \
- P(class, prefix, secondary, float, NONE) \
- P(class, prefix, solidpenetration, float, PRI) \
- P(class, prefix, spread, float, PRI) \
- P(class, prefix, switchdelay_drop, float, NONE) \
- P(class, prefix, switchdelay_raise, float, NONE) \
- P(class, prefix, weaponreplace, string,NONE) \
- P(class, prefix, weaponstartoverride, float, NONE) \
- P(class, prefix, weaponstart, float, NONE) \
- P(class, prefix, weaponthrowable, float, NONE) \
- END()
- W_PROPS(X, Shotgun, shotgun)
- #undef X
-
- ENDCLASS(Shotgun)
- REGISTER_WEAPON(SHOTGUN, shotgun, NEW(Shotgun));
-
- #endif
- #ifdef IMPLEMENTATION
#ifdef SVQC
spawnfunc(weapon_shotgun) { weapon_defaultspawnfunc(this, WEP_SHOTGUN); }
-void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float isprimary)
+void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float isprimary, float ammocount, float damage, float bullets, float spread, float solidpenetration, float force)
{
- W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(shotgun, ammo), weaponentity);
+ W_DecreaseAmmo(thiswep, actor, ammocount, weaponentity);
- W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets));
- for(int sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1)
- fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR_PRI(shotgun, spread), WEP_CVAR_PRI(shotgun, solidpenetration), WEP_CVAR_PRI(shotgun, damage), WEP_CVAR_PRI(shotgun, force), WEP_SHOTGUN.m_id, 0);
+ W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), damage * bullets);
+ for(int sc = 0;sc < bullets;sc = sc + 1)
+ fireBullet(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration, damage, force, WEP_SHOTGUN.m_id, 0);
- Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, WEP_CVAR_PRI(shotgun, ammo));
+ Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, ammocount);
// casing code
if(autocvar_g_casings >= 1)
}
sound(actor, CH_WEAPON_SINGLE, SND_Null, VOL_BASE, ATTN_NORM); // kill previous sound
- W_Shotgun_Attack(WEP_SHOTGUN, actor, weaponentity, true); // actually is secondary, but we trick the last shot into playing full reload sound
+ W_Shotgun_Attack(WEP_SHOTGUN, actor, weaponentity, true,
+ WEP_CVAR_PRI(shotgun, ammo),
+ WEP_CVAR_PRI(shotgun, damage),
+ WEP_CVAR_PRI(shotgun, bullets),
+ WEP_CVAR_PRI(shotgun, spread),
+ WEP_CVAR_PRI(shotgun, solidpenetration),
+ WEP_CVAR_PRI(shotgun, force)); // actually is secondary, but we trick the last shot into playing full reload sound
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
}
void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire)
return;
}
- W_Shotgun_Attack(WEP_SHOTGUN, actor, weaponentity, false);
+ W_Shotgun_Attack(WEP_SHOTGUN, actor, weaponentity, false,
+ WEP_CVAR_PRI(shotgun, ammo),
+ WEP_CVAR_PRI(shotgun, damage),
+ WEP_CVAR_PRI(shotgun, bullets),
+ WEP_CVAR_PRI(shotgun, spread),
+ WEP_CVAR_PRI(shotgun, solidpenetration),
+ WEP_CVAR_PRI(shotgun, force));
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
}
else
PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
}
+
METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
if(WEP_CVAR(shotgun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
{
if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(shotgun, animtime)))
{
- W_Shotgun_Attack(thiswep, actor, weaponentity, true);
+ W_Shotgun_Attack(thiswep, actor, weaponentity, true,
+ WEP_CVAR_PRI(shotgun, ammo),
+ WEP_CVAR_PRI(shotgun, damage),
+ WEP_CVAR_PRI(shotgun, bullets),
+ WEP_CVAR_PRI(shotgun, spread),
+ WEP_CVAR_PRI(shotgun, solidpenetration),
+ WEP_CVAR_PRI(shotgun, force));
actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor(actor);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
}
{
if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(shotgun, alt_animtime)))
{
- W_Shotgun_Attack(thiswep, actor, weaponentity, false);
+ W_Shotgun_Attack(thiswep, actor, weaponentity, false,
+ WEP_CVAR_PRI(shotgun, ammo),
+ WEP_CVAR_PRI(shotgun, damage),
+ WEP_CVAR_PRI(shotgun, bullets),
+ WEP_CVAR_PRI(shotgun, spread),
+ WEP_CVAR_PRI(shotgun, solidpenetration),
+ WEP_CVAR_PRI(shotgun, force));
actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor(actor);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
}
}
#endif
- #endif
#include "client.qh"
+ #include <server/defs.qh>
+ #include <server/miscfunctions.qh>
+ #include <common/effects/all.qh>
#include "anticheat.qh"
#include "impulse.qh"
#include "player.qh"
#include "../lib/warpzone/server.qh"
+#include <common/mutators/mutator/overkill/okvortex.qh>
+
STATIC_METHOD(Client, Add, void(Client this, int _team))
{
ClientConnect(this);
CS(e).clientdata.SendFlags = 1;
// make it spectatable
- FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, LAMBDA(CS(it).clientdata.SendFlags = 1));
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, { CS(it).clientdata.SendFlags = 1; });
}
void SetSpectatee(entity this, entity spectatee);
target_voicescript_clear(this);
// reset fields the weapons may use
- FOREACH(Weapons, true, LAMBDA(
+ FOREACH(Weapons, true, {
it.wr_resetplayer(it, this);
// reload all reloadable weapons
if (it.spawnflags & WEP_FLAG_RELOADABLE) {
this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
}
}
- ));
+ });
{
string s = spot.target;
this.weapons = spectatee.weapons;
this.vortex_charge = spectatee.vortex_charge;
this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
+ this.okvortex_charge = spectatee.okvortex_charge;
+ this.okvortex_chargepool_ammo = spectatee.okvortex_chargepool_ammo;
this.hagar_load = spectatee.hagar_load;
this.arc_heat_percent = spectatee.arc_heat_percent;
this.minelayer_mines = spectatee.minelayer_mines;
// TODO simplify this
int totalClients = 0;
int currentlyPlaying = 0;
- FOREACH_CLIENT(true, LAMBDA(
+ FOREACH_CLIENT(true, {
if(it != ignore)
++totalClients;
if(IS_REAL_CLIENT(it))
if(IS_PLAYER(it) || it.caplayer)
++currentlyPlaying;
- ));
+ });
float free_slots = 0;
if (!autocvar_g_maxplayers)
TRANSMUTE(Spectator, this);
}
} else {
- int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? this.cvar_cl_clippedspectating : !this.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
+ int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
set_movetype(this, preferred_movetype);
}
} else {
.float last_vehiclecheck;
void PlayerPreThink (entity this)
{
+ STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
+ STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
+
WarpZone_PlayerPhysics_FixVAngle(this);
if (frametime) {
}
// version nagging
- if (CS(this).version_nagtime && this.cvar_g_xonoticversion && time > CS(this).version_nagtime) {
+ if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
CS(this).version_nagtime = 0;
- if (strstrofs(this.cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(this.cvar_g_xonoticversion, "autobuild", 0) >= 0) {
+ if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
// git client
} else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
// git server
- Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
+ Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
} else {
- int r = vercmp(this.cvar_g_xonoticversion, autocvar_g_xonoticversion);
+ int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
if (r < 0) { // old client
- Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
+ Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
} else if (r > 0) { // old server
- Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
+ Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
}
}
}
this.last_vehiclecheck = time + 1;
}
- if(!this.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
+ if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
{
if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
PlayerUseKey(this);